I've been playing a little around with MinX and MinY, but I simply can't make it work. I have this player( a box ), which I use my mouse to guide around. However I can cross the borders so the player can't be seen. I would like to fix that, but can't figure out how.
Heres my code ( I give you complete, since I am not sure what part of it you will need):
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace SquareGame
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
///
Texture2D Player;
Vector2 spritePosition = Vector2.Zero;
private Vector2 origin;
private Vector2 screenpos;
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
Player = Content.Load<Texture2D>("Models\\Player");
Viewport viewport = graphics.GraphicsDevice.Viewport;
origin.X = Player.Width / 2;
origin.Y = Player.Height / 2;
screenpos.X = viewport.Width / 2;
screenpos.Y = viewport.Height / 2;
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
private float RotationAngle;
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds * 2;
// TODO: Add your update logic here
RotationAngle += elapsed;
float circle = MathHelper.Pi * 2;
RotationAngle = RotationAngle % circle;;
spritePosition.X = Mouse.GetState().X;
spritePosition.Y = Mouse.GetState().Y;
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
///
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.LightGoldenrodYellow);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(Player, spritePosition, null, Color.White, RotationAngle, origin, 1.0f, SpriteEffects.None, 0f);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
And a picture of my player at the border: https://i.sstatic.net/uc9LI.jpg
Thank you in advance! :)
in your Update method say:
if(Mouse.GetState().X > 0 && Mouse.GetState().X < yourWindowWidth)
spritePosition.X = Mouse.GetState().X;
else if (Mouse.GetState().X < 0)
spritePosition.X = 0;
else //The mouse is out from the right side of the window.
spritePosition.X = yourWindowWidth;
if(Mouse.GetState().Y > 0 && Mouse.GetState().Y < yourWindowHeight)
spritePosition.Y = Mouse.GetState().Y;
else if (Mouse.GetState().Y < 0)
spritePosition.Y = 0;
else //The mouse is out from the bottom side of the window.
spritePosition.Y = yourWindowHeight;
hope this helps.